Saturday, April 13, 2013

Super Nerd Sundays Presents: Spec Ops The Line and Post-Structuralism's Queering Manifestation!



Spec Ops: The Line came out not so long ago, and it received some puzzling discussion.  As a game, as a shooter, it’s a queer construction: not terribly good at shooting, with wonky, slightly off controls, messy mechanics, questionable level design and terribly counterintuitive stealth.  It’s sloppy.  Its opening scene is nonsensical, largely disconnected from the rest of the game and, sure enough, you’ll have to play through it a second time, after a number of terrible, scarring events have unfolded.  It forces you to do terrible things, to kill the people you usually spend games saving.  Concepts of right and wrong, the power fantasies that usually games usually manufacture, the reliable male-gaze that normally preoccupies video games, all of these things are present in Spec Ops.  But they’re not in their usual shape.  The elements you’re familiar with are twisted, slightly off in a manner that slowly, surely becomes monstrous.  The structures of game, the structures gamers are used to inhabiting, are flipped upon themselves, distorted.

If this description seems obtuse, some responsibility is owed, at least in part, to the fullness and wholeness of the artifact that is Spec Ops: The Line.  Eliot, when asked to summarize the ideas behind The Wasteland after reading it, simply read the poem again.  Such is the nature of an article of this density.  It’s easy to discuss the qualities of Spec Ops: The Line, its incongruity and design flaws, its tedium and at times snicker-worthy writing, the visceral, fun (if gummy) play behind it all.  But to actually explain what the game does is far more difficult.  It is, at its heart, a game obsessed with building up an experience, an experience which, in the end, resolves in its last moments based on choices you’ve made throughout the game.  The biggest choice, the choice to play, that’s your too.  But once you’ve begun, your options are limited, and even the choices that you appear to have control over, in the end, aren’t really yours to make.

And this experience isn’t entirely pleasant.  You’ll die at times.  You’ll have to kill people you don’t want to.  At one point the game forces you to choose between using white phosphorous and no longer playing (arguably what the developers want you to do).  White phosphorous, to those unfamiliar with the chemical substance, white phosphorous is an incendiary chemical which has been employed since World War I as an agent for generating screening smoke and an antipersonnel weapon due when applied directly to unarmored targets.  White phosphorous is highly incendiary, igniting on contact with air, and the legality of its use depends largely on who you ask (or how you ask, with different Army field manuals and training guides providing different guidelines for its application, though it is more or less universally considered acceptable to employ white phosphorous as an agent for generating smoke screens) but when applied to human beings, it effectively acts like napalm: sticking to human flesh, causing terrible burns, burning with tremendous light and heat for a brief period of time.

Spec Ops forces you to employ white phosphorous, through the lens of a camera, and then walk through the charred bodies of your victims.  Some of the enemies (who are American soldiers by the by) are still moving when you start to tromp through the ruins of the encampment you cleared out with the help of your friend Willy Pete.  This is one of the few moments of the game where no tactical choices can be made, no alternative strategies can be selected.  You can’t stealth your way around using WP, or simply hunker down until the enemies die.  I spent nearly two hours trying to do so, using my allies sniping abilities after I ran out of ammo before, exhausted, I finally dropped bombs on to screaming American troops below.  At the end of the long walk through the carnage that you’re forced to take, you find a ditch that used to be an improvised holding cell, full of the charred corpses of civilians.  It’s a jarring experience, one you’re forced to look at, one that recurs again and again as the game progresses.

And its set inside of a city consumed by chaos, where the allies you normally relate to, American troops, become your enemies along with “insurgents,” the citizens of the place you’re exploring.  The line between friend and foe blurs and, in the end, your own efforts to help the figures who, conventionally, would be there to restore order put the entire city at risk and force you into a cascading series of bad decisions that, in the end, leave you scarred, friendless and beset by visions of your past, your present and your future that indict you for the acts you’ve committed.

To call Spec Ops a game about PTSD is both oversimplifying it as a game and giving short change to the resonance behind PTSD – PTSD sufferers must cope with the resonance of their stresses in painfully ordinary circumstances, attempting to normalize their lives after experiencing horrible, mind shattering events.  Spec Ops deals with the origin of PTSD, forces you to run a psychological gauntlet and come out the other side (possibly) but it never deals with the resounding effects of the disorder.  At least not directly.  And that’s where it becomes possible to “read” Spec Ops in different ways, as a text.  Are the experiences you have during the game echoes of the stress you experience at the end of it?  Is the impetus to return to Dubai that originates the action of the game real or imagined?  The context is so light, so flimsy, that in and of itself it comments on game design even as it provides you with what could potentially be a serious case of cognitive dissonance still effecting a character who travels from war to war, attempting to distance himself from his emotions.

PTSD is complicated.  Spec Ops is complicated.  The relationship they have is extremely complicated.  But Spec Ops, and the manner in which Spec Ops operates as text, is distinct in that, unlike more conventional “game texts,” it doesn’t rely entirely on player action in order to present players with the capacity to develop “readings” of the game through play.  That element is still prominently featured, and without it Spec Ops would be beyond a bore.  But Spec Ops’ overt presentation of an unreliable narrator and a surreal and hyperreal environment which often shifts and recasts itself without warning (and is only revealed in part in a series of flashbacks at the end of the game which cast doubt upon the entire experience) also allows players to forming “readings” of explicit events in the tradition of unreliable postmodern texts.  I’m not saying Spec Ops is presenting us with writing that equals that of Hunter S. Thompson or Paul Auster, just that it possesses a similar set of qualities with regard to narrative.  Nothing in Spec Ops: The Line can be taken at face value.

This in and of itself isn’t new to games.  Horror games play on this kind of unreliability quite frequently, and even the Batman: Arkham Asylum game actually played with it a bit (to delightful effect).  But a straight third person shooter like Spec Ops, set in such a hypermasculine jingoistic context and advertised as a heroic assertion of violence isn’t the sort of context where we usually expect to have to question our own senses.  We’re not used to having to wonder if what we’re being told is true, about how and why things are occurring as they are and exactly what’s going on.  By the time you reach the opening scene of the game again, it’s clear that something is very, very wrong with the game, both from a conventional, moralistic perspective (you’re switching between killing American soldiers and unarmed civilians) and from a sensory input perspective: what you’re seeing isn’t real, or at least isn’t representative of the whole reality.

By generating this questioning mindset, Spec Ops effectively invites players to criticize the shooter genre and the role it normally asks players to occupy: that of a heroic figure who resolves conflict and restores some sort of status quo through the liberal application of violence.  In the end, Spec Ops does not allow us to generate any kind of status quo, even a twisted one.  One way or another players are forced into a terrible resolution of the action they’ve chosen to participate in.  The only option, the only way to restore any kind of status-quo at all to your experience, is to stop playing.

Which is, of course, always an option with any game.  But it’s never quite so apparent as it is in Spec Ops that this might be the right choice to make, that there’s something fundamentally wrong about the mentality that shooters subconsciously and overtly espouse about both conflict resolution and humanity.  Spec Ops is merciless in its portrayal of violence and shakes its head at conceits of heroic action.  Even as you’re asked to identify with characters who are, at their heart, fundamentally good people, you’re also being asked to harm “good” people and help “bad” people, and the only choice you ever really have in the matter, once you’ve decided to take up arms, is to lay them down.  Because no matter what you choose to do in the game, it’s going to end badly.  The only good decision, the only decision that lets you salvage even a scrap of the world you apparently are meant to hold dear, is to turn off the game and walk away.  To lay down your sword and shield  and leave the river behind you.

It’s not an easy choice to make, and once the game is done, it’s too late: it has worked upon you and its violence has taken its course.  You can do your best to move on, but you won’t ever whole again, and the images that Spec Ops presents you are haunting, resonating specters of modern war.  Spec Ops isn’t a masterpiece, but it’s a bold stroke for video games, and its message is one worth hearing, one that cannot be readily paraphrased or summarized without doing it disservice.  It isn’t necessarily an anti-war game, and it certainly isn’t a jingoistic first person war-cry.  It is, in large part, what you make it.

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